The Hidden Truth

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Warning, this class is from a past playtest. Click here for more information.

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Player > Class > Playtest > Biohacker > Spark of Ingenuity

SPARK OF INGENUITY (EX) 3rd Level

Possible permutations and offshoots of your formulas constantly run through your mind, and in a pinch you can effectively apply your favorite hypotheses to your injections in the field. Once per day, depending on your scientific method, you can alter the way one of your injections works. You can do this one additional time per day at 9th level and at 15th level.
If you are an instinctive biohacker, you can add the dazzled condition to the effects imposed by any of your counteragents, in addition to their normal effects. This effect lasts the length of the counteragent’s duration. Or, in addition to their normal effects, you can remove one of the following conditions with any of your restoratives: dazzled, fascinated, or shaken. If you are at least 9th level, you can instead add the flat-footed condition as one of the effects imposed by any of your counteragents. Or, you can remove any one of the following conditions with any of your restoratives: dazzled, deafened, fascinated, fatigued, off-target, shaken, or sickened.
If you are a studious biohacker, you can combine the effects of two injections into one, expending one use of your injection ability to create and deliver both injections at the same time. This takes no additional time and enables a creature to be under the effects of two different counteragents simultaneously. Both effects last for a number of rounds equal to your key ability score modifier.

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